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Up Topic Development / Art Workshop / [Model] Shovel, Hammer & Wire-Spool
- - By Ringwaul [ca] Date 2009-07-11 03:52 Edited 2009-07-13 01:08


Scratched this up in Anim8or. The site I got the textures from didn't seem to have any liscencing on the textures (http://textures.z7server.com/), but it does say they're free. Though it wasn't made in blender, it could easily be imported as it's a .3ds file.

License CC-BY 3.0

Edit:
The shovel has 124 polygons.
The hammer has 136 polygons.
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Parent - By Caesar [de] Date 2009-07-11 10:00
Don't upload things to filehosts. Just attach them here in the forum.
Parent - - By Dragonclonk [de] Date 2009-07-11 13:12 Edited 2009-07-11 13:19
The wood is too short, and the metal part is too big, I think. It's better to resize. How many polys does it have?
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Parent - - By Ringwaul [ca] Date 2009-07-12 23:57
I wasn't really sure what style was being used for openclonk, so I based the shovel off CR. I made the shovel-head large for visibilty, and the handle short to not look strangely long in a clonk's hands.

Of course, a more realistic shovel would look like such...
Attachment: shovel2.3ds (5k)
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Parent - By Newton [es] Date 2009-07-13 13:23
The shovel should just fit to the clonk, thats all. We will see about these details later since it is easy to change these kind of things.
Parent - - By MrBeast [de] Date 2009-07-13 02:09
The polycount is to much for such a small thing.
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Parent - By Ringwaul [ca] Date 2009-07-13 07:27
I have cut the shovel down to 88 polygons, and the hammer to 91. Unless tools will  be small even when zoomed in, I probably wouldn't be able to cut any more polygons off without losing obvious detail.
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Parent - - By Newton [es] Date 2009-07-13 13:22
Nice, I like the hammer!

Up till now, the inventory objects where planned to be sprites - so the polycount would be all the same. But now, I have been thinking that if these objects are used in an animation of the clonk, they need to be models with animations (dig-animation, build-animation) too. Opinions?
Parent - By Zapper [de] Date 2009-07-13 14:06
I think all the tools that are used in animations should be models. The weapons as well, for example. But to make things a lot easier there (and to avoid making animations for each and every tool) it would be a lot easier if there was the possibility to attach objects to bones (so that the tools basically use the Clonk's animation)
Parent - - By Marky [de] Date 2009-07-13 14:12
In the case that clonks use bone animations you could make the bones of the object follow the clonk's bones (and copy orientation of the bones as well). Thus any tools would be attached to the hand of a clonk and follow the hand in the animation. The same thing could be done with protection suits, helmets or other equipment that needs to be displayed on the clonk without making entirely new clonk models for everything ( hazard clonk, knight and so on).
Parent - By Newton [es] Date 2009-07-13 14:21
That would be amazing. But I am still waiting for a concept for a wearables. Up till now, we just have a concept for tools.
Parent - By Enrique [mx] Date 2009-07-13 19:21
I dislike the metaltexture
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Parent - - By Matthias [de] Date 2009-07-13 20:57
Phew! When I first read that there was a thread with a hammel model, I feared that it might have just the shape that i wanted to abandon if I made the model - but it looks exactly as I would have designed it! :)
Only the metal texture seems too rough to me, looks almost like stone - could you try to apply cleaner, shinier texture? After all, Clonks are most likely going to contruct more complex machines and buildings in this games, they should have proper quality tools! ;)
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Parent - - By Ringwaul [ca] Date 2009-07-14 03:31 Edited 2009-07-14 05:21
Well to be honest, I hate the metal textures too. However, I was concentrating more on the model and just used some free textures. I'll see if I can make a proper material for the metal, something like the metal parts in these...


Edit:
I got a grey matte texture looking not too bad.
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Parent - - By Atomclonk [de] Date 2009-07-18 21:44
The wood texture should be more brownish, imo.
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Parent - By Isilkor Date 2009-07-19 02:36
Actually, in my opinion, the texture is fine. It looks like unfinished, sanded wood.
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Parent - - By Ringwaul [ca] Date 2009-07-27 09:37
Alright! I have rendered a very nice looking Graphics.png for the shovel (in my opinion xD ). I suppose even though 3D will be used for most of the game graphics, it's still a nice icon.

I hereby license the following file(s) under the CC-by license
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Parent - - By Atomclonk [de] Date 2009-07-27 13:24
Hum... I think, the metal texture should be a bit more random, some dirt or rust. Unlike the others I think, the woos should have a bit more red-yellow-brownish, like the actual polished wood in Clonk (Like the crossbow and all the other wood constructions).
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Parent - - By Ringwaul [ca] Date 2009-07-27 14:44
I fiddled with the wood texture and got a more Clonk-esqu colour scheme for it. I also added a gritty texture for the metal, but it doesn't appear very well. I may have lowered the contrast too much on that.

I hereby license the following file(s) under the CC-by license
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Parent - - By MrBeast [de] Date 2009-07-27 14:52
Could you upload the models? I would like to experimentize with them a bit. (should be a .blend, a .obj or a .3ds)
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Parent - - By Ringwaul [ca] Date 2009-07-27 15:05
Alright, I've put the .blend files in a .zip along with the textures used.
I hereby license the following file(s) under the CC-by license
http://www.filefront.com/14133649/Tools.zip
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Parent - By Randrian [de] Date 2010-01-10 23:09
Could you commit the shovel and the rest as blend files in the resource repos? The link doesn't work anymore. I would like to implement the clonk using the shovel mesh during digging.
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Parent - By Atomclonk [de] Date 2009-07-27 15:13
Uh... ok, lets see, what MC will do with it.
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Parent - - By MrBeast [de] Date 2009-07-28 12:12
I ve now made a more lowpoly version of the hammer (34 Vertices). Also I ve added better materials and baked it all to several maps.

I hereby license the following file(s) under the CC-by license
Attachment: Hammer.mesh.xml (28k)
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Parent - By Ringwaul [ca] Date 2009-07-28 15:23
Well, I can shamelessly admit you're far better with textures than I am. Nice job :]
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Parent - By Atomclonk [de] Date 2009-07-28 15:46
Now I like the hammer. :)
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Parent - By Ape [fi] Date 2009-07-28 16:19
Maybe the wood shouldn't be so dark.
Parent - - By Ringwaul [ca] Date 2009-08-30 00:31
Could you possibly post the high-poly (UV mapped)?

Simsi has made the scripted objects and needs the graphics for the hammer.
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Parent - By MrBeast [de] Date 2009-08-30 00:40
The Highpoly Modell has no UVMap. That are simple Materials.
Attachment: Hammer.blend (248k)
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Parent - - By Ringwaul [ca] Date 2009-07-29 14:30 Edited 2009-07-29 14:36
Well, what more can I say... the Wire-Spool (linekit replacement).

I hereby license the following file(s) under the CC-by license
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Parent - - By MimmoO Date 2010-01-15 21:38
nice, only thing to critizize is, that it looks as if the wire was turned only one time from left to right around the wood. imo the black stripes should be filled out with something that looks like "covered wire"... dunno. it just looks as if it was as verry short wire
Parent - By Ringwaul [ca] Date 2010-01-15 21:53
Meh, that's a pretty bad model anyways. I would like to remake that after I'm done with the projectile system and dragon.
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Up Topic Development / Art Workshop / [Model] Shovel, Hammer & Wire-Spool

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